Project proposals: Difference between revisions
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For a possible start see the [[Spring_on_ARM|Spring on ARM]] page. | For a possible start see the [[Spring_on_ARM|Spring on ARM]] page. | ||
== 3D map format == | |||
Estimated difficulty: '''very high''' | |||
The current map format is 2d only (with heightmaps), adding a real 3d map format would allow real bridges or some fancy maps. | |||
[http://code.google.com/p/recastnavigation/ Recast navigation] could be used as pathfinder. This project is really difficult, as many / most parts of the engine have to be changed. | |||
[[Category:GSoC]] | [[Category:GSoC]] | ||
[[Category:Development]] | [[Category:Development]] | ||
Revision as of 21:05, 7 March 2012
Project proposals
This is the list of project ideas for new developers willing to work on the Spring engine.
Limited play area
Estimated difficulty: medium
Spring uses a finite-world model, where the scene has distinct bounds that all actors must obey. Current Spring map formats have a hardcoded rectangle boundary geometry; they also provide very limited support for defining aesthetics of the surrounding environment outside the play area.
The new system should allow the map's developer to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.
The restriction shapes should be readable and changeable mid-game through the engine's Lua API. Proper handling of units which are suddenly off-map needs to be implemented.
Details: GSoC_Limited_play_area
Sensor handling redesign / simplification
Estimated difficulty: high
Currently there are a number of different "sensor" systems in the engine: LineOfSight, Radar, Sonar, and Seismic. Some sensors can be jammed, some cannot. Some respect terrain, and some are always circular in coverage.
A new sensor system should integrate the current LOS, Radar, Sonar, Seismic systems into a streamlined codebase, to reduce amount of code in each implementation, and it should add additional features which would then be available for all types, while improving efficiency where possible.
Preferably all this should also be faster than the current system or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.
Details: GSoC_Sensor_handling_redesign
Engine level abstraction of resources
Estimated difficulty: medium to high
The Spring engine has its roots in an older Real-Time Strategy title, where only two resources were incorporated into the game design. The current resource system is largely present in the codebase being hardcoded in a lot of critical places.
The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.
The engine's Lua API to fetch resources will have to be adapted to the new system, and new calls will have to be added to it.
Details: GSoC_Engine_resource_abstraction
Basic ingame lobby
Estimated difficulty: high
All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.
A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase where possible.
The engine's start screen should be replaced and integrated with it.
Details: GSoC_Ingame_lobby
New Rendering System
Estimated difficulty: medium
The Spring rendering engine uses a lot of FFP (fixed function pipeline) OpenGL functions. This model is becoming deprecated and is generally slower and less flexible than more modern approaches.
Under this proposal, the rendering code should get a complete overhaul using modern graphic programming techniques such as shaders, implement load support for more standardised model formats (backwards compatibility with current available formats is mandatory either through direct load or automatic conversion to the new types) and eventually introduce some graphic enhancing features (bump mapping, normal mapping, multitexturing, etc.).
Details: GSoC_New_rendering_system
Reconnect / Host change during a match
Estimated difficulty: medium to high
Spring's network model implies the existence of a server to host a battle. For various reasons the network link between host and clients can be interrupted. A system should be designed to allow manual and/or automatic switching of the game's host (possibly using an existing player after testing load handling capabilities) and manual and/or automatic reconnection from client side if host remains the same.
Details: GSoC_Reconnect_Host_change
In source Lua-API documentation
Estimated difficulty: low to medium
write a tool, that creates html from in-source comments to document the lua api. For Example:
/*-
Prints a message
@param msg
*/
static int Echo(lua_State* L);
this should create the function in the lua-api-docs
Spring.Echo
(this is just a suggestion)
see also meeting minutes (possible solution for in-source lua documentation)
Port spring to ARM/Android
Estimated difficulty: high
Spring currently seems to not work on the ARM architecture as streflop currently doesn't support ARM. Also there will be possible compile/linker/sync errors that have to be fixed first to make it run flawesly.
For a possible start see the Spring on ARM page.
3D map format
Estimated difficulty: very high
The current map format is 2d only (with heightmaps), adding a real 3d map format would allow real bridges or some fancy maps.
Recast navigation could be used as pathfinder. This project is really difficult, as many / most parts of the engine have to be changed.